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Olhovsky | Programming, meet art.

Programming, meet art. Exponential shadow map filtering (in log space). It turns out that I was performing a linear filter on my shadow map depths, but I should have been doing the shadow map prefiltering in log space. Whoops. Actually, there seems to be a lot of confusion about how … Continue reading →. Exponential shadow mapping drawbacks. Cascading shadow mapping and ESM. Shadow map filtering experimentation. Edit: I demonstrated some harder cases for the important filters here. I also used a brig...

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Olhovsky | Programming, meet art. | olhovsky.com Reviews
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Programming, meet art. Exponential shadow map filtering (in log space). It turns out that I was performing a linear filter on my shadow map depths, but I should have been doing the shadow map prefiltering in log space. Whoops. Actually, there seems to be a lot of confusion about how … Continue reading →. Exponential shadow mapping drawbacks. Cascading shadow mapping and ESM. Shadow map filtering experimentation. Edit: I demonstrated some harder cases for the important filters here. I also used a brig...
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Olhovsky | Programming, meet art. | olhovsky.com Reviews

https://olhovsky.com

Programming, meet art. Exponential shadow map filtering (in log space). It turns out that I was performing a linear filter on my shadow map depths, but I should have been doing the shadow map prefiltering in log space. Whoops. Actually, there seems to be a lot of confusion about how … Continue reading →. Exponential shadow mapping drawbacks. Cascading shadow mapping and ESM. Shadow map filtering experimentation. Edit: I demonstrated some harder cases for the important filters here. I also used a brig...

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The physics engine (made from scratch!). | Olhovsky

http://www.olhovsky.com/2011/05/physics-engine

Programming, meet art. Terrain changes (and the first video capture). Summer classes start today. →. The physics engine (made from scratch! In the last few days I wrote a physics engine from scratch using a technique that no other 3D XNA physics engine (that I know of) uses yet: Speculative contact continuous collision detection. The new physics engine in action: 350 spheres colliding against 4 intersecting planes. However, I don’t need the precision of BEPU, and for most spheres, I don’t car...Using thi...

2

Texturing steep terrain slopes. | Olhovsky

http://www.olhovsky.com/2011/04/texturing-steep-terrain-slopes

Programming, meet art. Slope based terrain texturing. Last post before my next exam (in 4 days). →. Texturing steep terrain slopes. In a GPU Gems 3. Article (skip to section 1.5) they solve the issue of texturing terrain at various slopes by using triplanar texturing. The following image illustrates the problem. Textures on very steep slopes are stretched. I’ve done something similar to solve the problem of stretching on very steep terrain slopes. This entry was posted in DBP2011. Helpful info. Fortu...

3

My own physics or BEPU? | Olhovsky

http://www.olhovsky.com/2011/05/my-own-physics-or-bepu

Programming, meet art. Physics engine integrated, and sphere-terrain collision done. 8220;Game3″ post-mortem. (Or how I learned to stop worrying and love development outside of the DBP competition.) →. My own physics or BEPU? Norbo (the creator of the BEPU physics engine. Dropped by the day before last. This is Morbo, but thats who I think of whenever I see Norbos name. Also I like pictures in my posts. In the BEPU terrain demo, on my E5300 2.6Ghz, overclocked to 3.0Ghz, on a single thread, the 3...On th...

4

Slope based terrain texturing. | Olhovsky

http://www.olhovsky.com/2011/04/slope-based-terrain-texturing

Programming, meet art. Texturing steep terrain slopes. →. Slope based terrain texturing. Today I worked on getting the terrain texturing to match the new procedurally created level. Slope based texturing. 3 textures applied at different slopes. In the image above, a dead grass texture is applied to flat portions of terrain, a green texture on the edges at intermediate slopes, and a (very stretched) rock texture is applied to the steep slopes. This entry was posted in DBP2011. And tagged dream build play.

5

HDRBlendable Xbox 360 performance and dual paraboloid point light shadow optimization. | Olhovsky

http://www.olhovsky.com/2011/06/hdrblendable-xbox-360-performance

Programming, meet art. Shadow map filtering experimentation. →. HDRBlendable Xbox 360 performance and dual paraboloid point light shadow optimization. While working on dual paraboloid point light shadows, at first I used two R32 textures for the shadow maps, one map per hemisphere of the point light. Point light shadows using dual paraboloid shadow mapping. Instead, I’m experimenting with packing two float values into 32bpp 8bit/channel texture. The cons are:. Packing/unpacking costs time in the pixel sh...

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a1ctl | Noda's Dev Blog

https://nodadev.wordpress.com/pc-projects/a1ctl

Noda’s Dev Blog. If you have an error concerning a file “MSCOMCTL.OCX”, please install this runtime. If not present, the VB6 Runtime. May also be needed. A1ctl is a program able to control the fan speed of the Acer Aspire One netbooks, and do some useful other things. It was inspired by EEEctl, AsTray and some other programs available for the EEE PC series. This program is a freeware, but I’ve spent countless hours making it, so if you like it consider making a donation to support my work. Added custom r...

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Olhovsky | Programming, meet art.

Programming, meet art. Exponential shadow map filtering (in log space). It turns out that I was performing a linear filter on my shadow map depths, but I should have been doing the shadow map prefiltering in log space. Whoops. Actually, there seems to be a lot of confusion about how … Continue reading →. Exponential shadow mapping drawbacks. Cascading shadow mapping and ESM. Shadow map filtering experimentation. Edit: I demonstrated some harder cases for the important filters here. I also used a brig...

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